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Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.

Results 436 com.unity.netcode.gameobjects issues
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Since many platforms either don't take command line arguments or don't handle them in quite the same way the remote clients launched by the test need to be configured consistently,...

**Bandwidth Consumption Fix:** NetworkTransform's NetworkTransformState.Bitset was having bits set but never having bits "un-set" when there was no delta from the previous relative value or the delta had not crossed...

I'm using Netcode and ARFoundation for my project. Sometimes of a random way, using a Android device as host or client, the FPS falls until 1 or less. I couldn't...

type:bug
priority:medium
stat:awaiting response
stat:imported

This simply makes sure that m_LastSentState is initialized when the NetworkTransform is spawned. Not initializing it caused [an issue](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/issues/694) with the ClientNetworkTransform where spawning it with client ownership would have...

I'm making a lot of use of NetworkLists in my network objects and I wanted to check if this is intended behaviour. I have a network object which contains a...

type:support
stat:awaiting triage

I have a scene with thousands of NetworkObjects, but only a few of them needs to be active at a time. If they are not spawned, everything would work smoothly,...

type:feature
stat:awaiting triage

**Describe the bug:** Every now and then, I get this issue when trying to enter play mode: > NetworkPrefab (Example1) has a duplicate GlobalObjectIdHash source entry value of: 951099334! Removing...

type:bug
stat:backlog
priority:low
stat:imported

### Description If NetworkTransform only modifies some attributes (for example, only the x of Pos is modified this time), m_Bitset is not reset after the message is sent, resulting in...

type:bug
priority:high
stat:imported

Description If NetworkTransform only modifies some attributes (for example, only the x of Pos is modified this time), m_Bitset is not reset after the message is sent, resulting in the...

### Description When shutting down the NetworkManager, in OnNetworkDespawn NetworkManager.NetworkTickSystem is null which prevents from being able to unsubcribe from the network tick. ### Reproduce Steps 1. Add the following...

type:bug
priority:medium
stat:imported